Book Image

Blender 2.5 Character Animation Cookbook

Book Image

Blender 2.5 Character Animation Cookbook

Overview of this book

Blender is an open source 3D graphics application that can be used for modeling, rigging, animating, rendering and thousands of other things. While modeling characters isn't the biggest of your worries, animating them to make them feel as-good-as alive is what differentiates a professional from an amateur. This book offers clear, illustrative, and easy-to-follow recipes to create character rigs and animations for common situations. Bring your characters to life by understanding the principles, techniques and approaches involved in creating rigs and animations, you'll be able to adapt them to your own characters and films. The book offers clear step-by-step tutorials, with detailed explanations, screenshots and support files to help you understand the principles behind each topic. Each recipe covers a logical step of the complete creation of a character rig and animation, so you're not overwhelmed with too much information at once. You'll see numerous examples and screenshots that guide to achieve various rigging and animation tasks, logically separated so you can understand each in detail. The rigging topics are divided by each region of the body (torso, limbs, face, eyes), and further separated by the specific topic (neck, fingers, mouth, eyelids, etc) for clarity. All rigging tasks are accomplished with the built-in tools in Blender, without the complexity of coding custom Python behaviors or user interface elements. The animation topics deal with common situations found in real world productions, showing good practices to understand and overcome the challenges.
Table of Contents (19 chapters)
Blender 2.5 Character Animation Cookbook
Credits
About the Author
Acknowledgements
About the Reviewers
www.PacktPub.com
Preface
Index

Creating IK legs with a three-pivot foot


Legs are often controlled with an Inverse Kinematics constraint. Why? Because of the very nature of the IK constraint, which controls a chain by the position of its tip, rather than by its root. Our character's legs position will often be controlled by where its feet are in relation to the ground. This is a somewhat general rule: whenever a limb (arm or leg) has its control point dictated by its tip (hand or foot), you should use an IK constraint.

That's the case we'll find very often for legs, so the feet remain still on the ground while your character moves. The big issue is that there's more than one pivot point to the foot movement: your character can stand over its ankle, ball of the foot, or the tip of its toes. We need an easy way to control the leg regardless of what pivot point is used.

Note

When the chain's control point resides on its root (such as the shoulders or hips), FK can be a good solution to achieve nice and fluid motion arcs.

How...